// these are needed since mutators are compiled last #ifdef SVQC // used in cheats.qc void ctf_RespawnFlag(entity flag); // score rule declarations #define ST_CTF_CAPS 1 #define SP_CTF_CAPS 4 #define SP_CTF_CAPTIME 5 #define SP_CTF_PICKUPS 6 #define SP_CTF_DROPS 7 #define SP_CTF_FCKILLS 8 #define SP_CTF_RETURNS 9 // flag constants // for most of these, there is just one question to be asked: WHYYYYY? #define FLAG_MIN (PL_MIN + '0 0 -13') #define FLAG_MAX (PL_MAX + '0 0 -13') #define FLAG_SCALE 0.6 #define FLAG_THINKRATE 0.2 #define FLAG_TOUCHRATE 0.5 #define WPFE_THINKRATE 0.5 #define FLAG_DROP_OFFSET ('0 0 32') #define FLAG_CARRY_OFFSET ('-16 0 8') #define FLAG_SPAWN_OFFSET ('0 0 1' * (PL_MAX_z - 13)) #define FLAG_WAYPOINT_OFFSET ('0 0 64') #define FLAG_FLOAT_OFFSET ('0 0 32') #define FLAG_PASS_ARC_OFFSET ('0 0 -10') #define VEHICLE_FLAG_OFFSET ('0 0 96') #define VEHICLE_FLAG_SCALE 1.0 // waypoint colors #define WPCOLOR_ENEMYFC(t) (colormapPaletteColor(t - 1, FALSE) * 0.75) #define WPCOLOR_FLAGCARRIER(t) ('0.8 0.8 0') #define WPCOLOR_DROPPEDFLAG(t) (('0.25 0.25 0.25' + colormapPaletteColor(t - 1, FALSE)) * 0.5) // sounds #define snd_flag_taken noise #define snd_flag_returned noise1 #define snd_flag_capture noise2 #define snd_flag_respawn noise3 .string snd_flag_dropped; .string snd_flag_touch; .string snd_flag_pass; // effects .string toucheffect; .string passeffect; .string capeffect; // list of flags on the map entity ctf_worldflaglist; .entity ctf_worldflagnext; .entity ctf_staleflagnext; // waypoint sprites .entity bot_basewaypoint; // flag waypointsprite .entity wps_helpme; .entity wps_flagbase; .entity wps_flagcarrier; .entity wps_flagdropped; .entity wps_enemyflagcarrier; .float wps_helpme_time; float wpforenemy_announced; float wpforenemy_nextthink; // statuses #define FLAG_BASE 1 #define FLAG_DROPPED 2 #define FLAG_CARRY 3 #define FLAG_PASSING 4 #define DROP_NORMAL 1 #define DROP_THROW 2 #define DROP_PASS 3 #define DROP_RESET 4 #define PICKUP_BASE 1 #define PICKUP_DROPPED 2 #define CAPTURE_NORMAL 1 #define CAPTURE_DROPPED 2 #define RETURN_TIMEOUT 1 #define RETURN_DROPPED 2 #define RETURN_DAMAGE 3 #define RETURN_SPEEDRUN 4 #define RETURN_NEEDKILL 5 // flag properties #define ctf_spawnorigin dropped_origin float ctf_stalemate; // indicates that a stalemate is active float ctf_captimerecord; // record time for capturing the flag .float ctf_pickuptime; .float ctf_droptime; .float ctf_status; // status of the flag (FLAG_BASE, FLAG_DROPPED, FLAG_CARRY declared globally) .entity ctf_dropper; // don't allow spam of dropping the flag .float max_flag_health; .float next_take_time; // passing/throwing properties .float pass_distance; .entity pass_sender; .entity pass_target; .float throw_antispam; .float throw_prevtime; .float throw_count; // CaptureShield: If the player is too bad to be allowed to capture, shield them from taking the flag. .float ctf_captureshielded; // set to 1 if the player is too bad to be allowed to capture float ctf_captureshield_min_negscore; // punish at -20 points float ctf_captureshield_max_ratio; // punish at most 30% of each team float ctf_captureshield_force; // push force of the shield // bot player logic #define HAVOCBOT_CTF_ROLE_NONE 0 #define HAVOCBOT_CTF_ROLE_DEFENSE 2 #define HAVOCBOT_CTF_ROLE_MIDDLE 4 #define HAVOCBOT_CTF_ROLE_OFFENSE 8 #define HAVOCBOT_CTF_ROLE_CARRIER 16 #define HAVOCBOT_CTF_ROLE_RETRIEVER 32 #define HAVOCBOT_CTF_ROLE_ESCORT 64 .float havocbot_cantfindflag; vector havocbot_ctf_middlepoint; float havocbot_ctf_middlepoint_radius; void havocbot_role_ctf_setrole(entity bot, float role); #endif